Ancient era policy analysis and feedback.

Why are you rilled up over the "path of choice" inside a tree anyway? The only choice that should matter is the tree choice.

I do agree with this to a point, honestly my greater desire would be to make the sprinkle strategy I've talked about more viable. If players are dipping in multiple trees, the combination possibilities hugely increase.

It was telling in another thread that the main consensus was "once you start down a tree, you would be foolish to dip into another until you finish". I don't know if that is true, I am testing out sprinkle strategies right now...I hope not.
 
It makes the game interesting. The tree choices for the ancient eras right now are much, much more interesting than in vanilla because there is a choice between them - no single policy tree is the best for all situations and victory types, no single strategy is overwhelmingly superior. This makes the game funner to play than in unmodded BNW, where Tradition + four cities was extremely powerful regardless of what victory type you went for, so you nearly always went for it and it barely impacted your future decisions or game plan.

Choices in the trees themselves are that exact thing but on a smaller, shorter scale. Now that you've invested in the tree, what is your next choice? Do I take this policy and focus on capital growth to gain science yields, or do I invest in going wide and take the left side of the tree for production and the worker? Do I go the left side of Might for the Settler and early expansion or the right side for free units and warfare? Do I take Tradition's additional food or do I take the faith boost to better increase my chances of getting a Great Prophet?

Right now, most of those choices are just as one-sided as "just take tradition" in BNW, but on paper they add depth and experimentation to the game. And as the game is a strategy game, this is what keeps the game fun and interesting after thousands of hour playing it.

ETA: Also, Strigvir, as many people have said, there's no reason for you to be so hostile to other forumgoers. Nobody is "riled up," discussion has been completely civil.
 
I haven't played the new patch enough to give an opinion about the other policies, but I do have to say that I don't like how Tribute and Conscription punish you for picking it later than, well, as soon as possible.

I would change them as follows:

Tribute: For each tile within your borders, the nearby city gets 1 production and you get 1 gold. Gain production and gold whenever a city expands its borders.

Conscription: Units gain +10% Combat Strength. An unit spawns near every city with more than 6 population, and subsequently every time a city reaches a multiple of 6 citizens.
 
Back
Top Bottom